/Engine/Plugins/Runtime/MassGameplay/Source/MassReplication/Public/MassReplicationSubsystem.h
Manages the creation of NetworkIDs, ClientBubbles and ClientReplicationInfo. NetworkIDs are per replicated Agent Entity and are unique and replicated between server and clients. ClientBubbles relate to the player controller that owns the parentUNetConnectionto a Client machine. ClientReplicationInfo relate to all the player controllers that have a parent or childUNetConnectionto a single Client machine (split screen etc).
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMassReplicationSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)
TArray<FMassCl...
BubbleInfoArray
FMassClientHand...
ClientHandleManager
Clients free listFMassClientHandlemanager, handles will to the indices of FMassClientReplicationData::ClientBubbles
TArray<FMassCl...
ClientsReplicationInfo
An Array of each Clients viewer handles (split screen players sharing the same client connections).
TArray<FViewer...
ClientToViewerHandleArray
A free list array of FViewerClientPairs.
TMap<FMassNetw...
EntityInfoMap
TSharedPtr<FMa...
EntityManager
uint64
LastSynchronizedFrame
Used to make sure the FMassEntityHandle_ClientReplications are synchronized immediately before they are needed
TObjectPtr<UMa...
MassLODSubsystem
UE::MassReplica...
OnMassAgentAdded
Broadcast just after a mass agent is added to the client simulation
UE::MassReplica...
OnRemovingMassAgent
Broadcast just before a mass agent is removed from the client simulation
FReplicationHas...
ReplicationGrid
TArray<FViewer...
ViewerToClientHandleArray
A free list array of FViewerClientPairs.
TObjectPtr<UWo...
World